Articles de revues sur le sujet « Multiplayer online games »
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Bainbridge, William Sims. "Online Multiplayer Games." Synthesis Lectures on Information Concepts, Retrieval, and Services 1, no. 1 (2009): 1–113. http://dx.doi.org/10.2200/s00232ed1v01y200912icr013.
Texte intégralLober, Andreas, and Timo Conraths. "Cheat software – ‘doping’ in online games." Interactive Entertainment Law Review 2, no. 2 (2019): 78–83. http://dx.doi.org/10.4337/ielr.2019.02.03.
Texte intégralWicaksana, Gabe Dimas, Maman Abdurohman, and Aji Gautama Putrada. "Enhancing the quality of experience of Arduino-based multiplayer online game using MQTT server." Jurnal Teknologi dan Sistem Komputer 8, no. 1 (2020): 36–43. http://dx.doi.org/10.14710/jtsiskom.8.1.2020.36-43.
Texte intégralAchterbosch, Leigh, Robyn Pierce, and Gregory Simmons. "Massively multiplayer online role-playing games." Computers in Entertainment 5, no. 4 (2008): 1–33. http://dx.doi.org/10.1145/1324198.1324207.
Texte intégralSteinkuehler, Constance. "Massively Multiplayer Online Gaming as a Constellation of Literacy Practices." E-Learning and Digital Media 4, no. 3 (2007): 297–318. http://dx.doi.org/10.2304/elea.2007.4.3.297.
Texte intégralBOSCHERT, SHERRY. "Multiplayer Online Games Can Be Helpful, Hurtful." Internal Medicine News 40, no. 19 (2007): 26. http://dx.doi.org/10.1016/s1097-8690(07)71184-8.
Texte intégralBOSCHERT, SHERRY. "Multiplayer Online Games Can Be Helpful, Hurtful." Skin & Allergy News 38, no. 11 (2007): 50. http://dx.doi.org/10.1016/s0037-6337(07)70892-6.
Texte intégralHornbeck, Ryan G. "Explaining Time Spent in Multiplayer Online Games." Games and Culture 11, no. 5 (2016): 489–509. http://dx.doi.org/10.1177/1555412015570112.
Texte intégralTsun-Yu Hsiao and Shyan-Ming Yuan. "Practical Middleware for Massively Multiplayer Online Games." IEEE Internet Computing 9, no. 5 (2005): 47–54. http://dx.doi.org/10.1109/mic.2005.106.
Texte intégralWebber, Nick. "Law, culture and massively multiplayer online games." International Review of Law, Computers & Technology 28, no. 1 (2014): 45–59. http://dx.doi.org/10.1080/13600869.2013.869919.
Texte intégralChang, Ya-Ping, Dong-Hong Zhu, and Ho Simon Wang. "The Influence of Service Quality on Gamer Loyalty in Massively Multiplayer Online Role-Playing Games." Social Behavior and Personality: an international journal 39, no. 10 (2011): 1297–302. http://dx.doi.org/10.2224/sbp.2011.39.10.1297.
Texte intégralHughes, Chelsea M., Brandon J. Griffin, and Everett L. Worthington. "A measure of social behavior in team-based, multiplayer online games: The Sociality in Multiplayer Online Games (SMOG) scale." Computers in Human Behavior 69 (April 2017): 386–95. http://dx.doi.org/10.1016/j.chb.2016.12.043.
Texte intégralBadrinarayanan, Vishag A., Jeremy J. Sierra, and Kinnon M. Martin. "A dual identification framework of online multiplayer video games: The case of massively multiplayer online role playing games (MMORPGs)." Journal of Business Research 68, no. 5 (2015): 1045–52. http://dx.doi.org/10.1016/j.jbusres.2014.10.006.
Texte intégralPrathama, Gede Humaswara, Ni Made Ary Esta Dewi Wirastuti, and Yoga Divayana. "Analisa Penggunaan WebRTC dan Websocket pada Real Time Multiplayer Online Game Tradisional Ceki." Majalah Ilmiah Teknologi Elektro 18, no. 1 (2019): 47. http://dx.doi.org/10.24843/mite.2019.v18i01.p07.
Texte intégralChildress, Marcus D., and Ray Braswell. "Using Massively Multiplayer Online Role‐Playing Games for Online Learning." Distance Education 27, no. 2 (2006): 187–96. http://dx.doi.org/10.1080/01587910600789522.
Texte intégralWarner, Dorothy E., and Mike Raiter. "Social Context in Massively-Multiplayer Online Games (MMOGs):." International Review of Information Ethics 4 (December 1, 2005): 46–52. http://dx.doi.org/10.29173/irie172.
Texte intégralMartin, Crystle, and Constance Steinkuehler. "Collective Information Literacy in Massively Multiplayer Online Games." E-Learning and Digital Media 7, no. 4 (2010): 355–65. http://dx.doi.org/10.2304/elea.2010.7.4.355.
Texte intégralArslan, Farrukh. "Service Oriented Paradigm for Massive Multiplayer Online Games." International Journal of Soft Computing and Software Engineering 2, no. 5 (2012): 35–47. http://dx.doi.org/10.7321/jscse.v2.n5.4.
Texte intégralTAKADA, Keisuke. "Ethnography of Massively Multiplayer Online Role-playing Games." Japanese Sociological Review 69, no. 4 (2019): 434–52. http://dx.doi.org/10.4057/jsr.69.434.
Texte intégralNae, Vlad, Alexandru Iosup, and Radu Prodan. "Dynamic Resource Provisioning in Massively Multiplayer Online Games." IEEE Transactions on Parallel and Distributed Systems 22, no. 3 (2011): 380–95. http://dx.doi.org/10.1109/tpds.2010.82.
Texte intégralArmitage, Grenville, and Philip Branch. "Distribution of first person shooter online multiplayer games." International Journal of Advanced Media and Communication 1, no. 1 (2005): 59. http://dx.doi.org/10.1504/ijamc.2005.007723.
Texte intégralAnderson, Bodi. "Massive Multiplayer Online Role Playing Games and Interaction." International Journal of Virtual and Personal Learning Environments 5, no. 2 (2014): 28–39. http://dx.doi.org/10.4018/ijvple.2014040103.
Texte intégrallosup, Alexandru, Ruud van de Bovenkamp, Siqi Shen, Adele Lu Jia, and Fernando Kuipers. "Analyzing Implicit Social Networks in Multiplayer Online Games." IEEE Internet Computing 18, no. 3 (2014): 36–44. http://dx.doi.org/10.1109/mic.2014.19.
Texte intégralJiang, Jehn-Ruey, Jih-Wei Wu, Chi-Wen Fan, and Jie-Yi Wu. "Immersive voice communication for massively multiplayer online games." Peer-to-Peer Networking and Applications 9, no. 1 (2014): 54–66. http://dx.doi.org/10.1007/s12083-014-0312-0.
Texte intégralHuang, Chailong, and Stefan D. Bruda. "Improved balance in multiplayer online battle arena games." Acta Universitatis Sapientiae, Informatica 12, no. 2 (2020): 183–204. http://dx.doi.org/10.2478/ausi-2020-0011.
Texte intégralLinares, Manuela, M. Dolores Gallego, and Salvador Bueno. "Proposing a TAM-SDT-Based Model to Examine the User Acceptance of Massively Multiplayer Online Games." International Journal of Environmental Research and Public Health 18, no. 7 (2021): 3687. http://dx.doi.org/10.3390/ijerph18073687.
Texte intégralMarinova, T. Y., and O. V. Zaretskaya. "Social Psychological Aspects of Addiction to Massively Multiplayer Online Role-Playing Games." Social Psychology and Society 6, no. 3 (2015): 109–19. http://dx.doi.org/10.17759/sps.2015060308.
Texte intégralCompton, ReBecca. "Gamer Girl Visibility: Networks and Their Gendered Ingroup Behaviours in Massively Multiplayer Online Roleplaying Games." Excursions Journal 8, no. 1 (2020): 1–23. http://dx.doi.org/10.20919/exs.8.2018.213.
Texte intégralSamsurim, Shazwani, Nor Ashikin Mohamad Kamal, Marina Ismail, and Norizan Mat Diah. "Prediction Outcome for Massive Multiplayer Online Games Using Data Mining." Indonesian Journal of Electrical Engineering and Computer Science 11, no. 1 (2018): 248. http://dx.doi.org/10.11591/ijeecs.v11.i1.pp248-255.
Texte intégralMurphy, Derek L. "Documenting Pocket Universes: New Approaches to Preserving Online Games." Preservation, Digital Technology & Culture 44, no. 4 (2015): 179–85. http://dx.doi.org/10.1515/pdtc-2015-0021.
Texte intégralBozcan, Selçuk, and Veysi İşler. "Network modeling and simulation of massively multiplayer online games." SIMULATION 88, no. 8 (2011): 908–20. http://dx.doi.org/10.1177/0037549711423283.
Texte intégralYahyavi, Amir, and Bettina Kemme. "Peer-to-peer architectures for massively multiplayer online games." ACM Computing Surveys 46, no. 1 (2013): 1–51. http://dx.doi.org/10.1145/2522968.2522977.
Texte intégralMitterhofer, Stefan, Christopher Kruegel, Engin Kirda, and Christian Platzer. "Server-Side Bot Detection in Massively Multiplayer Online Games." IEEE Security & Privacy Magazine 7, no. 3 (2009): 29–36. http://dx.doi.org/10.1109/msp.2009.78.
Texte intégralSusilo, Willy, Yang Wai Chow, and Rungrat Wiangsripanawan. "Protecting peer-to-peer-based massively multiplayer online games." International Journal of Computational Science and Engineering 10, no. 3 (2015): 293. http://dx.doi.org/10.1504/ijcse.2015.068837.
Texte intégralAzman, Hazita, and Nurul Farhana Dollsaid. "Applying Massively Multiplayer Online Games (MMOGs) in EFL Teaching." Arab World English Journal 9, no. 4 (2018): 3–18. http://dx.doi.org/10.24093/awej/vol9no4.1.
Texte intégralPowar, Swati, and Subhash Shinde. "Study of analysing implicit relationships in multiplayer online games." International Journal of Latest Trends in Engineering and Technology 6, no. 4 (2016): 1–5. http://dx.doi.org/10.21172/10.
Texte intégralPowar, Swati. "Study of analysing implicit relationships in multiplayer online games." International Journal of Latest Trends in Engineering and Technology 6, no. 4 (2016): 1–5. http://dx.doi.org/10.21172/164.1.
Texte intégralVogiazou, Yanna, and Marc Eisenstadt. "Designing multiplayer games to facilitate emergent social behaviours online." Interactive Technology and Smart Education 2, no. 2 (2005): 117–30. http://dx.doi.org/10.1108/17415650580000037.
Texte intégralUysal, Ahmet. "Commitment to multiplayer online games: An investment model approach." Computers in Human Behavior 61 (August 2016): 357–63. http://dx.doi.org/10.1016/j.chb.2016.03.028.
Texte intégralBezerra, Carlos Eduardo Benevides, and Cláudio Fernando Resin Geyer. "A load balancing scheme for massively multiplayer online games." Multimedia Tools and Applications 45, no. 1-3 (2009): 263–89. http://dx.doi.org/10.1007/s11042-009-0302-z.
Texte intégralKaragiorgas, Dimitrios N., and Shari Niemann. "Gamification and Game-Based Learning." Journal of Educational Technology Systems 45, no. 4 (2017): 499–519. http://dx.doi.org/10.1177/0047239516665105.
Texte intégralGriffiths, Mark, Zaheer Hussain, Sabine M. Grüsser, et al. "Social Interactions in Online Gaming." International Journal of Game-Based Learning 1, no. 4 (2011): 20–36. http://dx.doi.org/10.4018/ijgbl.2011100103.
Texte intégralMirowski, Alexander, and Brian P. Harper. "Elements of Infrastructure Demand in Multiplayer Video Games." Media and Communication 7, no. 4 (2019): 237–46. http://dx.doi.org/10.17645/mac.v7i4.2337.
Texte intégralHuang, Yan, Stefanus Jasin, and Puneet Manchanda. "“Level Up”: Leveraging Skill and Engagement to Maximize Player Game-Play in Online Video Games." Information Systems Research 30, no. 3 (2019): 927–47. http://dx.doi.org/10.1287/isre.2019.0839.
Texte intégralSmed, Jouni, Timo Kaukoranta, and Harri Hakonen. "Aspects of networking in multiplayer computer games." Electronic Library 20, no. 2 (2002): 87–97. http://dx.doi.org/10.1108/02640470210424392.
Texte intégralMa, Minhua, and Andreas Oikonomou. "Network Architectures and Data Management for Massively Multiplayer Online Games." International Journal of Grid and High Performance Computing 2, no. 4 (2010): 40–50. http://dx.doi.org/10.4018/jghpc.2010100104.
Texte intégralPutzke, Johannes, Kai Fischbach, Detlef Schoder, and Peter Gloor. "The Evolution of Interaction Networks in Massively Multiplayer Online Games." Journal of the Association for Information Systems 11, no. 2 (2010): 69–94. http://dx.doi.org/10.17705/1jais.00221.
Texte intégralVaz Salles, Marcos, Tuan Cao, Benjamin Sowell, et al. "An evaluation of checkpoint recovery for massively multiplayer online games." Proceedings of the VLDB Endowment 2, no. 1 (2009): 1258–69. http://dx.doi.org/10.14778/1687627.1687769.
Texte intégralChen, Anderson, Sundus Mari, Sabina Grech, and James Levitt. "What We Know About Massively Multiplayer Online Role-Playing Games." Harvard Review of Psychiatry 28, no. 2 (2020): 107–12. http://dx.doi.org/10.1097/hrp.0000000000000247.
Texte intégralFan, Lu, Phil Trinder, and Hamish Taylor. "Design issues for Peer-to-Peer Massively Multiplayer Online Games." International Journal of Advanced Media and Communication 4, no. 2 (2010): 108. http://dx.doi.org/10.1504/ijamc.2010.032138.
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